Hi,

If your object has collision points (i.e., feet, wheels, etc.), the
collision can be considered to be a point-point collision.

For example, consider a 2D car game viewed from the side.  Suppose the car
is a certain height and falls vertically onto a variable terrain.  Then,
when you have your collision, and you know that, say, the back wheel hits
first, you can find the terrain's normal at the point of contact (you can
sample around the contact point, or you might have a better way of doing
it).  Then, because rubber is bouncy, the new direction of the wheel will be
the reflection of the downward vector around the terrain normal (  = v -
2*dot(v,n)*n  ).

If this is completely on the wrong track, give more info. like Tyler
suggests.

Ian

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